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Lesson 6 of 7Video Production
Unit 3 · Lesson 6 of 7

Sound Design: Foley, Music and the Mix

Most of what you hear in a finished video was added after the shoot. This lesson covers the layers of a soundtrack, how they are balanced around the dialogue, the numbers behind digital audio, and the loudness and licensing rules every delivery has to meet.

6 min read11 practice questionsAsk AI about this →

Key things to remember

  1. 1A soundtrack is built in layers: dialogue, room tone, ambience, Foley, hard effects and music.
  2. 2Mix the dialogue first; duck music beds about 10–20 dB under speech.
  3. 3Video audio is 48 kHz; the highest frequency captured is half the sample rate.
  4. 4Each bit of depth adds about 6 dB of dynamic range: 16-bit ≈ 96 dB, 24-bit ≈ 144 dB.
  5. 5Uncompressed bit rate = sample rate × bit depth × channels; divide by 8 for bytes.
  6. 6Delivery loudness is measured in LUFS: about −24 for Canadian TV, −23 for EBU, roughly −14 for streaming, with true peaks at or below −1 dBTP.

Watch a tense scene from any film with the sound off and it stops being tense. Watch it with the picture off and most of the tension is still there. Yet very little of that sound was recorded on the day: the microphone on set was pointed at the actors' mouths, and everything else — the footsteps, the wind, the door, the music, even the silence — was built afterwards, layer by layer, and then balanced so that the audience hears exactly what the story needs at every moment. That building and balancing is sound design and mixing.

The layers of a soundtrack

LayerWhat it isWhy it is there
DialogueThe voices, from the set microphones or re-recorded in a studioCarries the story. Everything else is balanced around it
Room toneThe quiet sound of the actual location with nobody speakingFills gaps and joins so silences match and edits are invisible
Ambience (atmos)Background sound of the wider world: traffic, birds, a cafeteriaTells the audience where they are, even off-screen
FoleyEveryday sounds performed in sync with the picture: footsteps, clothing, propsMakes bodies and objects feel physically present
Hard effects (SFX)Specific, often library sounds: a car door, a phone buzz, an explosionMarks events the camera shows or implies
MusicScore or licensed tracksSets emotion and pace, and tells the viewer how to feel

Foley is named after Jack Foley, a sound effects artist at Universal Studios who developed the technique of performing sounds live to a projected picture. Foley artists walk in shoes on trays of gravel, rustle fabric for every movement (a cloth pass), and handle props in time with the actors. It exists because the set microphone captures dialogue clearly but footsteps and clothing faintly and inconsistently, and because a sound that is recorded separately can be controlled separately in the mix. It also allows an M&E track (music and effects, without dialogue), which is what lets a film be dubbed into another language with all its other sound intact.

Set levels so the loudest moment still misses the ceiling0 dBFS — the ceiling. Anything louder is clipped.−6 dB — only the loudest peaks should touch here.−12 dB — park your average dialogue level here.peak meterWhy it mattersDigital audio has a hard ceiling at 0 dBFS. Go past it and thewaveform is chopped flat — that crackle is recorded into thefile and no plug-in can put the missing peak back.HeadroomAveraging −12 dB leaves 12 dB spare for a sudden laugh or aslammed door. Quiet-but-clean can be lifted in the edit;loud-and-clipped can never be repaired.
Fig 1Dialogue peaks around −12 dB give the rest of the mix room to sit underneath without anything clipping.

Mixing: dialogue first, everything else around it

  • Work in stems. Group tracks into dialogue, music and effects buses so each family can be adjusted with one fader — and delivered separately if a client asks.
  • Set the dialogue first so it peaks consistently, then bring every other layer up underneath it. A mix that starts with the music almost always ends with a buried voice.
  • Clean the voice with EQ. A high-pass filter around 80 Hz removes rumble from traffic, air handling and microphone handling, none of which a speaking voice needs.
  • Compress gently. A compressor narrows the gap between a speaker's loud and quiet words so the quiet ones stay audible over the music.
  • Keep dialogue in the centre. Pan ambience and effects to match where they are on screen, but the voice stays centred so it survives a phone speaker or a mono mix.
  • Fade every edit. A few frames of fade on each audio cut prevents the clicks that appear when a waveform is chopped mid-cycle.
Ducking the music bed
A music bed is music playing underneath speech. Ducking lowers it automatically whenever someone talks — often by 10 to 20 dB — and lets it swell back in the gaps. You can draw the dips by hand with volume keyframes, or use sidechain compression, where the dialogue track controls a compressor on the music. Either way the listener never has to strain, and the music still drives the pace between lines.

Sample rate and bit depth

Digital audio measures the sound wave many times a second and stores each measurement as a number. The sample rate is how many measurements are taken per second; the highest frequency it can capture is half the sample rate (the Nyquist limit), so 48 kHz captures up to 24 kHz — beyond the roughly 20 kHz limit of human hearing. 48 kHz is the standard for video; 44.1 kHz is the CD and music standard, and mixing the two in one project forces a conversion. The bit depth is how precisely each sample is stored. Each bit adds about 6 dB of dynamic range, so 16-bit gives about 96 dB and 24-bit about 144 dB. Recording at 24-bit is why you can afford to leave generous headroom: the quiet parts still sit far above the noise floor.

For uncompressed WAV audio. Divide by 8 for bytes per second.

Delivery loudness and music licensing

DestinationIntegrated loudness targetNotes
Canadian and US televisionAbout −24 LKFSThe ATSC A/85 practice, which the CRTC adopted so commercials are no louder than programs
European broadcast (EBU R 128)−23 LUFSTrue peaks no higher than −1 dBTP
Streaming video and musicRoughly −14 LUFSPlatforms normalize: louder uploads are simply turned down
PodcastsAround −16 LUFSA common recommendation for spoken word
LUFS and LKFS are the same measurement under two names. One LU is one decibel.
Peak level and loudness are different measurements
A peak meter in dBFS shows the single highest sample, which matters for clipping. A loudness meter in LUFS measures how loud the whole programme feels to a listener over time, weighted toward the frequencies the ear is most sensitive to. Two mixes with identical peaks can differ in loudness by 10 dB. Because platforms normalize to their target, squashing a mix to be louder gains nothing: it is turned down to the same loudness as everyone else, and only the lost dynamics remain.
  • A recorded song carries two copyrights: the composition (melody and lyrics, usually controlled by a publisher) and the master recording (usually controlled by a label). Putting it in a video needs a sync licence for the first and a master use licence for the second.
  • Owning or streaming a song is not permission. A purchase or subscription is a licence to listen privately, not to synchronize the music with your pictures and publish them.
  • Royalty-free is not free. It means a one-time fee instead of ongoing payments, and the licence still limits where, for how long and in what kind of project it can be used.
  • Creative Commons tracks are usable within their conditions: credit the artist (BY), and check for NC (no commercial use) and ND (no derivatives). Creative Commons treats putting music in sync with video as making an adaptation, so ND tracks are generally off-limits for video soundtracks.
  • An old composition can have a new recording. Beethoven's music is in the public domain, but a 2015 orchestra's performance of it is protected. Use a public-domain recording, or record it yourself.
  • Keep the licence. Automated systems such as YouTube's Content ID match audio against registered recordings; the licence document is what you show when a claim lands.

Worked examples

Reveal one step at a time and try to beat it to the next line.

Example 1
How large is a 3-minute stereo WAV file recorded at 48 kHz and 24-bit? Give the answer in megabytes (1 MB = 1 000 000 bytes).
Example 2
A student's promo mix measures −9 LUFS integrated with true peaks at 0 dBTP. It is going to YouTube and to a local Canadian TV station. What happens on each, and what should be delivered?
Example 3
Design the soundtrack for a 20-second shot: a student walks into an empty school gym at night, bounces a basketball once, and it rolls away. The location audio is just HVAC hum.

Where marks get lost

  • Starting the mix with the music, then discovering the dialogue cannot be heard over it.
  • Cutting to digital silence between lines instead of laying room tone, so every edit sounds like a dropout.
  • Mixing 44.1 kHz music into a 48 kHz project without noticing, causing a sample-rate conversion or a pitch and timing error.
  • Limiting a mix to be as loud as possible for streaming, when the platform will simply turn it down to its loudness target.
  • Believing a purchased or streamed song can be used in a published video because 'I bought it' or 'I gave credit'.

Flashcards 10

Foley
Room tone vs ambience
M&E track
Ducking
+ 6 more

Practice

1
What is the highest frequency, in kHz, that a 48 kHz recording can capture? (Exact value.)
kHz
2
How many megabytes does one minute of uncompressed stereo audio at 48 kHz and 24-bit take? (1 MB = 1 000 000 bytes; round to 2 decimal places.)
MB
3
A platform normalizes to −14 LUFS. A video is uploaded at −8 LUFS. By how many decibels will the platform turn it down? (Whole number.)
dB
4
Why is Foley recorded separately rather than relying on the set microphone?
5
What does a LUFS meter measure that a peak meter does not?
6
What is the term for automatically lowering background music while someone is speaking?
7
What is the name for everyday sounds such as footsteps and clothing that are performed in sync with the picture?
8
A student bought a song on a music store and credits the artist in the video description. Can they publish the video with it?
9
Order these mixing steps.
  1. 1Measure loudness and set true peaks for the delivery spec
  2. 2Add Foley and effects, then duck the music under the dialogue
  3. 3Lay room tone and ambience underneath
  4. 4Organize tracks into dialogue, music and effects stems
  5. 5Clean and level the dialogue
10
Match each soundtrack layer to its job.
Room tone
Ambience
Foley
Music bed
11
Roughly what dynamic range does 24-bit audio provide?

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